Sailor Wars MUX

Introduction & RP Notes

Sailor Wars is an RPG MUX based on the Sailor Moon series. PCs will assume thr roles of the Sailor Senshi and their enemies, roleplay, gain experience, form factions, engage in combat, form and break alliances, change alignments, and undergo death and rebirth. While this game is based on both the anime and the manga, the anime is dominant in the final blend. Also, a number of minor clarifications and revisions were made for game purposes (particularly regarding such figures as Sailor Saturn and the Asteroid Senshi). Now, in the series, the enemies appeared consecutively, one at a time, with no attention to what was happening elsewhere. In the MUX, the various factions, good and evil, will be operating simultaneously, with all the possibilities and problems this implies.

Roleplay

The GMs intend to give the players wide latitude in their character interpretation and rp (see Policies), with two provisos: the character should be consistent, and play should be in accordance with the spirit of the series. Any act should be justifiable in terms of the character concept. And keep in mind that this is an active MUX, not a chat room. Note that the GMs will NOT interfere to achieve some predetermined outcome, or to maintain a preset plotline, or even to give the game a 'happy ending.' They may interfere for other reasons, of course.

Factions

There are 9 major factions: Silver Millenium, Outer Senshi, Earth, Dark Kingdom, Dead Moon, Black Moon, Kinmoku, Coronis, and Shadow Galaxia. To these may be appended the unaligned senshi and the evils of Tau Ceti. Most PCs will belong to a faction and act together as a group. However, this is not mandatory. A char may form a different policy from her teammates, fight on her own, even switch to a different faction, provided that this is consistent with her characterization. The offending PC's faction may penalize her as they can and chose (which, if the faction involved is Dark Kingdom or Shadow Galaxia, could prove fatal).

Individual chars may act against individuals in their own faction, particularly evil factions.

Experience

Unlike many MUXes, experience points will not be a useless frill, but valuable additions. GMs will award xps for roleplay and for combat victories. They will not award them if they are not present, so don't bother sending us any logs. However, players will also have the opportunity to reward others for activities in the absence of GMs, by voting.

Experience will be spent to acquire new skills, to improve old ones, to acquire items of power, and to 'power up.' Note that in Sailor Moon, the original power is not increased in force, but a new, stronger one is added to the char's arsenal.

Combat

Combat will be a frequent and violent occurrence in this MUX. Any char may be attacked and killed; even against her will. It is divided into three grades, skirmish, battle, and assault. Note that a GM should normally act as observer in any combat. If a GM is not present, all players must agree on the terms and outcome and present them (if necessary) to the GMs as a group. Note: if a PC is killed in an unrefereed fight and refuses to report it, the victor has no recourse.

All MUX fighting shall use the rules outlined in Combat.

A skirmish is a fight in which one or both sides are represented only by low power types. The low powered may be killed freely, but the fight is ended if a medium or high is killed.

A battle is a fight in which both sides have medium or high powered chars actively engaged (not just observing). The battle is ended when either or both sides retreat, or when a medium (or high) char is killed. In that event, the GM will determine which side is losing and direct them to withdraw. Pursuit is not allowed.

After an enemy faction has been softened up, and your own strengthened, by appropriate skirmishes and battles, an all-out assault on their base planet becomes possible. A GM must be present for any assault. When an assault is declared, restrictions on killing are removed. The fight will continue until one side surrenders or is destroyed, or the attackers retreat, or the surviving defenders abandon their home and people to flee and save themselves. The victors may attempt to pursue.

Note that two 'good' factions or chars may fight (the Outer Senshi were notorious for this) but that such battles are rarely pressed to the death. Good factions cannot assault each other. These limitations do not apply to evil factions.

Alliances

Different factions may form alliances according to the choices of the PCs involved. Also, individual chars may form alliances contrary to the rest of their faction. Good factions may ally with evil individuals or factions against other evils, but not against good. Evil factions may ally freely, as they choose. The terms of the alliances are up to the chars. Alliances may be kept or amended or broken at will.

Alignment & Change

All chars and factions have an alignment, good or evil. It was common in BSSM for good chars to be lured or controlled over to evil; in about half these cases they eventually returned to good. A fair number of chars, in Black Moon or the Amazon Trio, started out evil but turned to good. There are no evil-good-evil returns though. A char's base alignment is determined in the long term sense: thus Prince Endymion remains 'good' despite his brief enslavement to Beryl. On the other hand, the Asteroid Senshi, who were similarly controlled for years, are considered 'evil.' Keep in mind the restrictions against different chars of the same alignment.

Some PCs have chars who are capable of changing alignments. If the player wishes to do this, he or she must have a good justification in terms of characterization.

For doubleplay purposes, if a player has already declared his intention of changing alignment, he is considered of the new alignment, even though the scene has not yet been rped. Example: Kunzite, Guardian of Earth, has agreed to switch to evil as soon as he is approached by Beryl. His alignment is counted as evil even though he has not yet switched.

Death & Rebirth

A player becomes incapacitated if her Health drops to 0; she is unconscious if her Energy drops to zero. She is mortally wounded if her health becomes half negative, and dead if fully negative (viz. Sailor Mars has a health of 75. She is mortally wounded if she loses 113 and drops to -38. If she reaches -75, she is dead). She dies if her energy becomes fully negative. Chars may also die from using certain items or powers, such as the Silver Crystal or the "Silence Glaive Surprise," or from losing their star seeds or pure crystal hearts.

There are ways of cheating death: reincarnation, restoration, and revivification; Sailor Moon has used them all. If a player dies, she may request to be reincarnated. Reincarnation entails certain penalties: a loss of some or all xp gained and the addition of new defects, such as 'powered after transformation.' Reincarnation is a freakish process: Sailor Moon took 12,000 years to reincarnate; Saturn Saturn, a fraction of a second, and Sailor Pluto actually reincarnated before she died.

Restoration implies that the char has returned to life as she was before she died. The dying Sailor Moon used the Silver Crystal to restore herself and her senshi by twisting time. Eternal Sailor Moon later restored the senshi from their freed star seeds.

Revivification refers to a char dead of energy loss, including use of the Silver Crystal. Immediate infusion of energy will revive the victim.

Chars dying but not yet dead (half negative) may be revived by 'Rejuvenation' power or sometimes even medical attention. It is also possible to 'freeze' them until help is available.

Chars whose star seeds have been stolen by Galaxia may not reincarnate.

A PC whose char has died may opt to abandon it and request a new char instead.

No Flaming

No Harassment

 

No Tinysex